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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Tested and replied: https://code.wildfiregames.com/D705
  2. Yeah, I keep trying to be clever and include yours and @fatherbushido's random code to make things possible, then having to delete it later because it becomes incompatible. Gonna start scaling back and stop doing that @#$%, since it makes everything more work than necessary. I'll try D705 and see how it works. Cycladic Archipelago sound good?
  3. Yes, because of player input. I don't think the game should do everything for you.
  4. Well, the "fake retreat" tactic could be used right now by the player, it just takes a lot of micromanagement. You retreat and the enemy's units will follow yours in disarray, and then you can counterattack and kill the enemy units easier. You can already do that. Works especially well aganist the AI, less well against a human, but with the game's current mechanics it's difficult for humans to control their troops, so it's a good bet it'll work against humans too from time to time, as a human's attention is elsewhere. Doesn't take morale. But what you're wanting is special formation that uses this behavior automatically, right?
  5. In nex version formations without buged? For the new Concursare type training Concursare consisted of a mass attack, in apparent disorder. In a moment, before being under the scope of the Roman projectiles, a signal was given to him and the Iberian army stopped and began to retire, giving the impression that they left the field of battle. This attack-retreat sequence was repeated over and over, throughout the day, for several days. Every apparent revocation of the Iberians was followed by an attempt to persecute the Roman legionnaires, while trying to maintain the formation. It often happened that the Romans lost their nerves and discipline, broke the formation and rushed wildly in the pursuit of the Iberians. Then another signal sounded, the Iberians regrouped quickly and mounted a counterattack, charging at full speed by the legionaries, who lost the formation and although they were better equipped than the Iberians, were less agile in the close combat
  6. I just threw that out there as a possibility. Cavalry can still hunt even if sheep are removed. There are things called huntable animals and they can gather the "sheep" you find too if you don't want to wait for the trickle.
  7. I said 'Other', because what is needed are improvements. Keep it manual, but some improvements, like minimap notifications, etc. can really help. Using the target marker patch in DE, for instance, has already improved scouting for me.
  8. Can we talk about garrisoned units be "ejected" from a destroyed building too? Shouldn't units simply die if the building they're in is destroyed?
  9. First part is simple by slowing their movement speed and reducing their vision range. 2nd part is just needless micro. This provides a nice bonus to raiding. Thanks for mentioning it. Defense towers it doesn't matter, since you have to build them within the terriory anyway. Outposts sounds silly, since their whole point is to be placed way out in the open to help as an early warning signal. A food trickle does no such thing...? It just changes the mechanics of the corral.
  10. I sincerely think you guys should change this to something like 2048. Why? Because the water levels at that height reflect the skybox poorly. Also, you don't need that much depth, usually. You want the height more, again, usually.
  11. I don't think there's any for it either though.
  12. If I remember correctly, it was said that the current mechanics of the corral was just a temporary hack until the corralling feature was implemented. I figured you guys would want to finish off the original plan for the corral because right now it's kind of superfluous. I characterized capturing animals like relics to illustrate its similarity with relic capturing in AOE games, while obviously being unique to 0 a.d. I personally would not find it unrewarding to find and capture gaia sheep and goats and cattle and get a nice little trickle boost for garrisoning them. I didn't find capturing relics in AOK unrewarding. YMMV.
  13. Yep, pretty much like that. I think would help the Youtube casters. Agree? I don't watch many replays myself. Just thought it would help others and made sense.
  14. Ehh, you could say this about a number of thing in the game, and also about relics in general. How much skill is there capturing catafalques and gaining a boatload of free auras? AOK and AOM had relics which function very similarly to the catafalques and to my concept of the corral and animal capture. If anything I would remove the animal training from the corral entirely to focus it specifically on the corralling aspect. Yeah, every single thing. Just go all the way with it. Well, right. Currently you have to go to the individual player views and then to compare resources with other players you hover over their res icons. In general observer mode you could compare them all at once instead of having to swap to a player view. Just a minor thing really, but something that jumped out at me the last time I watched replay videos.
  15. @panther42Thanks for agitating on that issue. @fatherbushido's research has taught me something about the syntax. About the Imperial Court techs, they are going to change drastically once I put the Ministers into the game. The techs will primarily focus on leveling up your Ministers and making them more powerful/useful, their auras and abilities. Also, I will remove the chariots since they are anachronistic with the Han.
  16. Implement some of the longstanding gameplay elements that have been forgotten about: Capturing and Garrisoning animals in corrals -- with food trickle. Charging. And then also coaxing @Enrique into completing the new cavalry animations and getting those all set into the game. It would be nice to animate the Zebu for the Mauryan Indians. Also, add Auroch and Zebu to the game finally as fauna. And generic "Cattle" for eventual capture/corral feature. Oh, and some ideas for replays/observers: When you choose 'Observer' in the drop down: Add the resource icons back to the upper left, hover to see the resource counts for ALL players. Right now there's nothing. Hitting TAB enables status bars for every single thing in the game.
  17. So mods don't have to edit identity.js to include new classes right?
  18. Thanks for the reports. The three problems are fixed and synced to the DE repo.
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